Merge branch 'master' into presence-refactor
commit
38ea1dd5c8
|
@ -186,6 +186,40 @@ namespace OpenSim.Framework
|
||||||
PCode = (byte)PCodeEnum.Primitive;
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PCode = (byte)PCodeEnum.Primitive;
|
||||||
ExtraParams = new byte[1];
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ExtraParams = new byte[1];
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||||||
m_textureEntry = DEFAULT_TEXTURE;
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m_textureEntry = DEFAULT_TEXTURE;
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||||||
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}
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||||||
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||||||
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public PrimitiveBaseShape(Primitive prim)
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||||||
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{
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PCode = (byte)prim.PrimData.PCode;
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ExtraParams = new byte[1];
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State = prim.PrimData.State;
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PathBegin = Primitive.PackBeginCut(prim.PrimData.PathBegin);
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PathEnd = Primitive.PackEndCut(prim.PrimData.PathEnd);
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PathScaleX = Primitive.PackPathScale(prim.PrimData.PathScaleX);
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PathScaleY = Primitive.PackPathScale(prim.PrimData.PathScaleY);
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PathShearX = (byte)Primitive.PackPathShear(prim.PrimData.PathShearX);
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PathShearY = (byte)Primitive.PackPathShear(prim.PrimData.PathShearY);
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PathSkew = Primitive.PackPathTwist(prim.PrimData.PathSkew);
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ProfileBegin = Primitive.PackBeginCut(prim.PrimData.ProfileBegin);
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ProfileEnd = Primitive.PackEndCut(prim.PrimData.ProfileEnd);
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Scale = prim.Scale;
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PathCurve = (byte)prim.PrimData.PathCurve;
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ProfileCurve = (byte)prim.PrimData.ProfileCurve;
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ProfileHollow = Primitive.PackProfileHollow(prim.PrimData.ProfileHollow);
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PathRadiusOffset = Primitive.PackPathTwist(prim.PrimData.PathRadiusOffset);
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PathRevolutions = Primitive.PackPathRevolutions(prim.PrimData.PathRevolutions);
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PathTaperX = Primitive.PackPathTaper(prim.PrimData.PathTaperX);
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PathTaperY = Primitive.PackPathTaper(prim.PrimData.PathTaperY);
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PathTwist = Primitive.PackPathTwist(prim.PrimData.PathTwist);
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PathTwistBegin = Primitive.PackPathTwist(prim.PrimData.PathTwistBegin);
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m_textureEntry = prim.Textures.GetBytes();
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SculptEntry = (prim.Sculpt.Type != OpenMetaverse.SculptType.None);
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SculptData = prim.Sculpt.GetBytes();
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SculptTexture = prim.Sculpt.SculptTexture;
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SculptType = (byte)prim.Sculpt.Type;
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}
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}
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[XmlIgnore]
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[XmlIgnore]
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@ -432,6 +432,8 @@ namespace OpenSim.Region.CoreModules.World.Archiver
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currentRegionSettings.TerrainTexture4 = loadedRegionSettings.TerrainTexture4;
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currentRegionSettings.TerrainTexture4 = loadedRegionSettings.TerrainTexture4;
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currentRegionSettings.UseEstateSun = loadedRegionSettings.UseEstateSun;
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currentRegionSettings.UseEstateSun = loadedRegionSettings.UseEstateSun;
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currentRegionSettings.WaterHeight = loadedRegionSettings.WaterHeight;
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currentRegionSettings.WaterHeight = loadedRegionSettings.WaterHeight;
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currentRegionSettings.Save();
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IEstateModule estateModule = m_scene.RequestModuleInterface<IEstateModule>();
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IEstateModule estateModule = m_scene.RequestModuleInterface<IEstateModule>();
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||||||
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||||||
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@ -0,0 +1,353 @@
|
||||||
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/*
|
||||||
|
* Copyright (c) Contributors, http://opensimulator.org/
|
||||||
|
* See CONTRIBUTORS.TXT for a full list of copyright holders.
|
||||||
|
*
|
||||||
|
* Redistribution and use in source and binary forms, with or without
|
||||||
|
* modification, are permitted provided that the following conditions are met:
|
||||||
|
* * Redistributions of source code must retain the above copyright
|
||||||
|
* notice, this list of conditions and the following disclaimer.
|
||||||
|
* * Redistributions in binary form must reproduce the above copyright
|
||||||
|
* notice, this list of conditions and the following disclaimer in the
|
||||||
|
* documentation and/or other materials provided with the distribution.
|
||||||
|
* * Neither the name of the OpenSimulator Project nor the
|
||||||
|
* names of its contributors may be used to endorse or promote products
|
||||||
|
* derived from this software without specific prior written permission.
|
||||||
|
*
|
||||||
|
* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
|
||||||
|
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
|
||||||
|
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
|
||||||
|
* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
|
||||||
|
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
|
||||||
|
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
|
||||||
|
* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
|
||||||
|
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
||||||
|
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
|
||||||
|
* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||||
|
*/
|
||||||
|
|
||||||
|
using System;
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|
using System.Collections.Generic;
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|
using Nini.Config;
|
||||||
|
using OpenSim.Framework;
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|
using OpenSim.Region.Physics.Manager;
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|
using PhysXWrapper;
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||||||
|
using Quaternion=OpenMetaverse.Quaternion;
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||||||
|
using System.Reflection;
|
||||||
|
using log4net;
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||||||
|
using OpenMetaverse;
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||||||
|
|
||||||
|
namespace OpenSim.Region.Physics.PhysXPlugin
|
||||||
|
{
|
||||||
|
public class PhysXCharacter : PhysicsActor
|
||||||
|
{
|
||||||
|
private Vector3 _position;
|
||||||
|
private Vector3 _velocity;
|
||||||
|
private Vector3 m_rotationalVelocity = Vector3.Zero;
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||||||
|
private Vector3 _acceleration;
|
||||||
|
private NxCharacter _character;
|
||||||
|
private bool flying;
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||||||
|
private bool iscolliding = false;
|
||||||
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private float gravityAccel;
|
||||||
|
|
||||||
|
public PhysXCharacter(NxCharacter character)
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||||||
|
{
|
||||||
|
_character = character;
|
||||||
|
}
|
||||||
|
|
||||||
|
public override int PhysicsActorType
|
||||||
|
{
|
||||||
|
get { return (int) ActorTypes.Agent; }
|
||||||
|
set { return; }
|
||||||
|
}
|
||||||
|
|
||||||
|
public override bool SetAlwaysRun
|
||||||
|
{
|
||||||
|
get { return false; }
|
||||||
|
set { return; }
|
||||||
|
}
|
||||||
|
|
||||||
|
public override uint LocalID
|
||||||
|
{
|
||||||
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set { return; }
|
||||||
|
}
|
||||||
|
|
||||||
|
public override bool Grabbed
|
||||||
|
{
|
||||||
|
set { return; }
|
||||||
|
}
|
||||||
|
|
||||||
|
public override bool Selected
|
||||||
|
{
|
||||||
|
set { return; }
|
||||||
|
}
|
||||||
|
|
||||||
|
public override float Buoyancy
|
||||||
|
{
|
||||||
|
get { return 0f; }
|
||||||
|
set { return; }
|
||||||
|
}
|
||||||
|
|
||||||
|
public override bool FloatOnWater
|
||||||
|
{
|
||||||
|
set { return; }
|
||||||
|
}
|
||||||
|
|
||||||
|
public override bool IsPhysical
|
||||||
|
{
|
||||||
|
get { return false; }
|
||||||
|
set { return; }
|
||||||
|
}
|
||||||
|
|
||||||
|
public override bool ThrottleUpdates
|
||||||
|
{
|
||||||
|
get { return false; }
|
||||||
|
set { return; }
|
||||||
|
}
|
||||||
|
|
||||||
|
public override bool Flying
|
||||||
|
{
|
||||||
|
get { return flying; }
|
||||||
|
set { flying = value; }
|
||||||
|
}
|
||||||
|
|
||||||
|
public override bool IsColliding
|
||||||
|
{
|
||||||
|
get { return iscolliding; }
|
||||||
|
set { iscolliding = value; }
|
||||||
|
}
|
||||||
|
|
||||||
|
public override bool CollidingGround
|
||||||
|
{
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||||||
|
get { return false; }
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||||||
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set { return; }
|
||||||
|
}
|
||||||
|
|
||||||
|
public override bool CollidingObj
|
||||||
|
{
|
||||||
|
get { return false; }
|
||||||
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set { return; }
|
||||||
|
}
|
||||||
|
|
||||||
|
public override Vector3 RotationalVelocity
|
||||||
|
{
|
||||||
|
get { return m_rotationalVelocity; }
|
||||||
|
set { m_rotationalVelocity = value; }
|
||||||
|
}
|
||||||
|
|
||||||
|
public override bool Stopped
|
||||||
|
{
|
||||||
|
get { return false; }
|
||||||
|
}
|
||||||
|
|
||||||
|
public override Vector3 Position
|
||||||
|
{
|
||||||
|
get { return _position; }
|
||||||
|
set
|
||||||
|
{
|
||||||
|
_position = value;
|
||||||
|
Vec3 ps = new Vec3();
|
||||||
|
ps.X = value.X;
|
||||||
|
ps.Y = value.Y;
|
||||||
|
ps.Z = value.Z;
|
||||||
|
_character.Position = ps;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
public override Vector3 Size
|
||||||
|
{
|
||||||
|
get { return Vector3.Zero; }
|
||||||
|
set { }
|
||||||
|
}
|
||||||
|
|
||||||
|
public override float Mass
|
||||||
|
{
|
||||||
|
get { return 0f; }
|
||||||
|
}
|
||||||
|
|
||||||
|
public override Vector3 Force
|
||||||
|
{
|
||||||
|
get { return Vector3.Zero; }
|
||||||
|
set { return; }
|
||||||
|
}
|
||||||
|
|
||||||
|
public override int VehicleType
|
||||||
|
{
|
||||||
|
get { return 0; }
|
||||||
|
set { return; }
|
||||||
|
}
|
||||||
|
|
||||||
|
public override void VehicleFloatParam(int param, float value)
|
||||||
|
{
|
||||||
|
}
|
||||||
|
|
||||||
|
public override void VehicleVectorParam(int param, Vector3 value)
|
||||||
|
{
|
||||||
|
}
|
||||||
|
|
||||||
|
public override void VehicleRotationParam(int param, Quaternion rotation)
|
||||||
|
{
|
||||||
|
}
|
||||||
|
|
||||||
|
public override void VehicleFlags(int param, bool remove)
|
||||||
|
{
|
||||||
|
}
|
||||||
|
|
||||||
|
public override void SetVolumeDetect(int param)
|
||||||
|
{
|
||||||
|
}
|
||||||
|
|
||||||
|
public override Vector3 CenterOfMass
|
||||||
|
{
|
||||||
|
get { return Vector3.Zero; }
|
||||||
|
}
|
||||||
|
|
||||||
|
public override Vector3 GeometricCenter
|
||||||
|
{
|
||||||
|
get { return Vector3.Zero; }
|
||||||
|
}
|
||||||
|
|
||||||
|
public override Vector3 Velocity
|
||||||
|
{
|
||||||
|
get { return _velocity; }
|
||||||
|
set { _velocity = value; }
|
||||||
|
}
|
||||||
|
|
||||||
|
public override float CollisionScore
|
||||||
|
{
|
||||||
|
get { return 0f; }
|
||||||
|
set { }
|
||||||
|
}
|
||||||
|
|
||||||
|
public override bool Kinematic
|
||||||
|
{
|
||||||
|
get { return false; }
|
||||||
|
set { }
|
||||||
|
}
|
||||||
|
|
||||||
|
public override Quaternion Orientation
|
||||||
|
{
|
||||||
|
get { return Quaternion.Identity; }
|
||||||
|
set { }
|
||||||
|
}
|
||||||
|
|
||||||
|
public override Vector3 Acceleration
|
||||||
|
{
|
||||||
|
get { return _acceleration; }
|
||||||
|
}
|
||||||
|
|
||||||
|
public void SetAcceleration(Vector3 accel)
|
||||||
|
{
|
||||||
|
_acceleration = accel;
|
||||||
|
}
|
||||||
|
|
||||||
|
public override void AddForce(Vector3 force, bool pushforce)
|
||||||
|
{
|
||||||
|
}
|
||||||
|
|
||||||
|
public override Vector3 Torque
|
||||||
|
{
|
||||||
|
get { return Vector3.Zero; }
|
||||||
|
set { return; }
|
||||||
|
}
|
||||||
|
|
||||||
|
public override void AddAngularForce(Vector3 force, bool pushforce)
|
||||||
|
{
|
||||||
|
}
|
||||||
|
|
||||||
|
public override void link(PhysicsActor obj)
|
||||||
|
{
|
||||||
|
}
|
||||||
|
|
||||||
|
public override void delink()
|
||||||
|
{
|
||||||
|
}
|
||||||
|
|
||||||
|
public override void LockAngularMotion(Vector3 axis)
|
||||||
|
{
|
||||||
|
}
|
||||||
|
|
||||||
|
public override void SetMomentum(Vector3 momentum)
|
||||||
|
{
|
||||||
|
}
|
||||||
|
|
||||||
|
public void Move(float timeStep)
|
||||||
|
{
|
||||||
|
Vec3 vec = new Vec3();
|
||||||
|
vec.X = _velocity.X*timeStep;
|
||||||
|
vec.Y = _velocity.Y*timeStep;
|
||||||
|
if (flying)
|
||||||
|
{
|
||||||
|
vec.Z = (_velocity.Z)*timeStep;
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
gravityAccel += -9.8f;
|
||||||
|
vec.Z = (gravityAccel + _velocity.Z)*timeStep;
|
||||||
|
}
|
||||||
|
int res = _character.Move(vec);
|
||||||
|
if (res == 1)
|
||||||
|
{
|
||||||
|
gravityAccel = 0;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
public override PrimitiveBaseShape Shape
|
||||||
|
{
|
||||||
|
set { return; }
|
||||||
|
}
|
||||||
|
|
||||||
|
public void UpdatePosition()
|
||||||
|
{
|
||||||
|
Vec3 vec = _character.Position;
|
||||||
|
_position.X = vec.X;
|
||||||
|
_position.Y = vec.Y;
|
||||||
|
_position.Z = vec.Z;
|
||||||
|
}
|
||||||
|
|
||||||
|
public override void CrossingFailure()
|
||||||
|
{
|
||||||
|
}
|
||||||
|
|
||||||
|
public override Vector3 PIDTarget { set { return; } }
|
||||||
|
public override bool PIDActive { set { return; } }
|
||||||
|
public override float PIDTau { set { return; } }
|
||||||
|
|
||||||
|
public override float PIDHoverHeight { set { return; } }
|
||||||
|
public override bool PIDHoverActive { set { return; } }
|
||||||
|
public override PIDHoverType PIDHoverType { set { return; } }
|
||||||
|
public override float PIDHoverTau { set { return; } }
|
||||||
|
|
||||||
|
public override Quaternion APIDTarget
|
||||||
|
{
|
||||||
|
set { return; }
|
||||||
|
}
|
||||||
|
|
||||||
|
public override bool APIDActive
|
||||||
|
{
|
||||||
|
set { return; }
|
||||||
|
}
|
||||||
|
|
||||||
|
public override float APIDStrength
|
||||||
|
{
|
||||||
|
set { return; }
|
||||||
|
}
|
||||||
|
|
||||||
|
public override float APIDDamping
|
||||||
|
{
|
||||||
|
set { return; }
|
||||||
|
}
|
||||||
|
|
||||||
|
public override void SubscribeEvents(int ms)
|
||||||
|
{
|
||||||
|
|
||||||
|
}
|
||||||
|
public override void UnSubscribeEvents()
|
||||||
|
{
|
||||||
|
|
||||||
|
}
|
||||||
|
public override bool SubscribedEvents()
|
||||||
|
{
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
|
@ -1,4 +1,4 @@
|
||||||
/*/*
|
/*
|
||||||
* Copyright (c) Contributors, http://opensimulator.org/
|
* Copyright (c) Contributors, http://opensimulator.org/
|
||||||
* See CONTRIBUTORS.TXT for a full list of copyright holders.
|
* See CONTRIBUTORS.TXT for a full list of copyright holders.
|
||||||
*
|
*
|
||||||
|
@ -73,773 +73,4 @@ namespace OpenSim.Region.Physics.PhysXPlugin
|
||||||
{
|
{
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
public class PhysXScene : PhysicsScene
|
|
||||||
{
|
|
||||||
private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
|
|
||||||
private List<PhysXCharacter> _characters = new List<PhysXCharacter>();
|
|
||||||
private List<PhysXPrim> _prims = new List<PhysXPrim>();
|
|
||||||
private float[] _heightMap = null;
|
|
||||||
private NxPhysicsSDK mySdk;
|
|
||||||
private NxScene scene;
|
|
||||||
|
|
||||||
// protected internal string sceneIdentifier;
|
|
||||||
public PhysXScene(string _sceneIdentifier)
|
|
||||||
{
|
|
||||||
//sceneIdentifier = _sceneIdentifier;
|
|
||||||
|
|
||||||
mySdk = NxPhysicsSDK.CreateSDK();
|
|
||||||
m_log.Info("Sdk created - now creating scene");
|
|
||||||
scene = mySdk.CreateScene();
|
|
||||||
}
|
|
||||||
|
|
||||||
public override void Initialise(IMesher meshmerizer, IConfigSource config)
|
|
||||||
{
|
|
||||||
// Does nothing right now
|
|
||||||
}
|
|
||||||
public override void Dispose()
|
|
||||||
{
|
|
||||||
|
|
||||||
}
|
|
||||||
|
|
||||||
public override void SetWaterLevel(float baseheight)
|
|
||||||
{
|
|
||||||
|
|
||||||
}
|
|
||||||
|
|
||||||
public override PhysicsActor AddAvatar(string avName, Vector3 position, Vector3 size, bool isFlying)
|
|
||||||
{
|
|
||||||
Vec3 pos = new Vec3();
|
|
||||||
pos.X = position.X;
|
|
||||||
pos.Y = position.Y;
|
|
||||||
pos.Z = position.Z;
|
|
||||||
PhysXCharacter act = new PhysXCharacter(scene.AddCharacter(pos));
|
|
||||||
act.Flying = isFlying;
|
|
||||||
act.Position = position;
|
|
||||||
_characters.Add(act);
|
|
||||||
return act;
|
|
||||||
}
|
|
||||||
|
|
||||||
public override void RemovePrim(PhysicsActor prim)
|
|
||||||
{
|
|
||||||
}
|
|
||||||
|
|
||||||
public override void RemoveAvatar(PhysicsActor actor)
|
|
||||||
{
|
|
||||||
}
|
|
||||||
|
|
||||||
private PhysicsActor AddPrim(Vector3 position, Vector3 size, Quaternion rotation)
|
|
||||||
{
|
|
||||||
Vec3 pos = new Vec3();
|
|
||||||
pos.X = position.X;
|
|
||||||
pos.Y = position.Y;
|
|
||||||
pos.Z = position.Z;
|
|
||||||
Vec3 siz = new Vec3();
|
|
||||||
siz.X = size.X;
|
|
||||||
siz.Y = size.Y;
|
|
||||||
siz.Z = size.Z;
|
|
||||||
PhysXPrim act = new PhysXPrim(scene.AddNewBox(pos, siz));
|
|
||||||
_prims.Add(act);
|
|
||||||
return act;
|
|
||||||
}
|
|
||||||
|
|
||||||
public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, Vector3 position,
|
|
||||||
Vector3 size, Quaternion rotation) //To be removed
|
|
||||||
{
|
|
||||||
return AddPrimShape(primName, pbs, position, size, rotation, false);
|
|
||||||
}
|
|
||||||
|
|
||||||
public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, Vector3 position,
|
|
||||||
Vector3 size, Quaternion rotation, bool isPhysical)
|
|
||||||
{
|
|
||||||
return AddPrim(position, size, rotation);
|
|
||||||
}
|
|
||||||
|
|
||||||
public override void AddPhysicsActorTaint(PhysicsActor prim)
|
|
||||||
{
|
|
||||||
}
|
|
||||||
|
|
||||||
public override float Simulate(float timeStep)
|
|
||||||
{
|
|
||||||
float fps = 0f;
|
|
||||||
try
|
|
||||||
{
|
|
||||||
foreach (PhysXCharacter actor in _characters)
|
|
||||||
{
|
|
||||||
actor.Move(timeStep);
|
|
||||||
}
|
|
||||||
scene.Simulate(timeStep);
|
|
||||||
scene.FetchResults();
|
|
||||||
scene.UpdateControllers();
|
|
||||||
|
|
||||||
foreach (PhysXCharacter actor in _characters)
|
|
||||||
{
|
|
||||||
actor.UpdatePosition();
|
|
||||||
}
|
|
||||||
}
|
|
||||||
catch (Exception e)
|
|
||||||
{
|
|
||||||
m_log.Error(e.Message);
|
|
||||||
}
|
|
||||||
return fps;
|
|
||||||
}
|
|
||||||
|
|
||||||
public override void GetResults()
|
|
||||||
{
|
|
||||||
}
|
|
||||||
|
|
||||||
public override bool IsThreaded
|
|
||||||
{
|
|
||||||
get { return (false); // for now we won't be multithreaded
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
public override void SetTerrain(float[] heightMap)
|
|
||||||
{
|
|
||||||
if (_heightMap != null)
|
|
||||||
{
|
|
||||||
m_log.Debug("PhysX - deleting old terrain");
|
|
||||||
scene.DeleteTerrain();
|
|
||||||
}
|
|
||||||
_heightMap = heightMap;
|
|
||||||
scene.AddTerrain(heightMap);
|
|
||||||
}
|
|
||||||
|
|
||||||
public override void DeleteTerrain()
|
|
||||||
{
|
|
||||||
scene.DeleteTerrain();
|
|
||||||
}
|
|
||||||
|
|
||||||
public override Dictionary<uint, float> GetTopColliders()
|
|
||||||
{
|
|
||||||
Dictionary<uint, float> returncolliders = new Dictionary<uint, float>();
|
|
||||||
return returncolliders;
|
|
||||||
}
|
|
||||||
|
|
||||||
}
|
|
||||||
|
|
||||||
public class PhysXCharacter : PhysicsActor
|
|
||||||
{
|
|
||||||
private Vector3 _position;
|
|
||||||
private Vector3 _velocity;
|
|
||||||
private Vector3 m_rotationalVelocity = Vector3.Zero;
|
|
||||||
private Vector3 _acceleration;
|
|
||||||
private NxCharacter _character;
|
|
||||||
private bool flying;
|
|
||||||
private bool iscolliding = false;
|
|
||||||
private float gravityAccel;
|
|
||||||
|
|
||||||
public PhysXCharacter(NxCharacter character)
|
|
||||||
{
|
|
||||||
_character = character;
|
|
||||||
}
|
|
||||||
|
|
||||||
public override int PhysicsActorType
|
|
||||||
{
|
|
||||||
get { return (int) ActorTypes.Agent; }
|
|
||||||
set { return; }
|
|
||||||
}
|
|
||||||
|
|
||||||
public override bool SetAlwaysRun
|
|
||||||
{
|
|
||||||
get { return false; }
|
|
||||||
set { return; }
|
|
||||||
}
|
|
||||||
|
|
||||||
public override uint LocalID
|
|
||||||
{
|
|
||||||
set { return; }
|
|
||||||
}
|
|
||||||
|
|
||||||
public override bool Grabbed
|
|
||||||
{
|
|
||||||
set { return; }
|
|
||||||
}
|
|
||||||
|
|
||||||
public override bool Selected
|
|
||||||
{
|
|
||||||
set { return; }
|
|
||||||
}
|
|
||||||
|
|
||||||
public override float Buoyancy
|
|
||||||
{
|
|
||||||
get { return 0f; }
|
|
||||||
set { return; }
|
|
||||||
}
|
|
||||||
|
|
||||||
public override bool FloatOnWater
|
|
||||||
{
|
|
||||||
set { return; }
|
|
||||||
}
|
|
||||||
|
|
||||||
public override bool IsPhysical
|
|
||||||
{
|
|
||||||
get { return false; }
|
|
||||||
set { return; }
|
|
||||||
}
|
|
||||||
|
|
||||||
public override bool ThrottleUpdates
|
|
||||||
{
|
|
||||||
get { return false; }
|
|
||||||
set { return; }
|
|
||||||
}
|
|
||||||
|
|
||||||
public override bool Flying
|
|
||||||
{
|
|
||||||
get { return flying; }
|
|
||||||
set { flying = value; }
|
|
||||||
}
|
|
||||||
|
|
||||||
public override bool IsColliding
|
|
||||||
{
|
|
||||||
get { return iscolliding; }
|
|
||||||
set { iscolliding = value; }
|
|
||||||
}
|
|
||||||
|
|
||||||
public override bool CollidingGround
|
|
||||||
{
|
|
||||||
get { return false; }
|
|
||||||
set { return; }
|
|
||||||
}
|
|
||||||
|
|
||||||
public override bool CollidingObj
|
|
||||||
{
|
|
||||||
get { return false; }
|
|
||||||
set { return; }
|
|
||||||
}
|
|
||||||
|
|
||||||
public override Vector3 RotationalVelocity
|
|
||||||
{
|
|
||||||
get { return m_rotationalVelocity; }
|
|
||||||
set { m_rotationalVelocity = value; }
|
|
||||||
}
|
|
||||||
|
|
||||||
public override bool Stopped
|
|
||||||
{
|
|
||||||
get { return false; }
|
|
||||||
}
|
|
||||||
|
|
||||||
public override Vector3 Position
|
|
||||||
{
|
|
||||||
get { return _position; }
|
|
||||||
set
|
|
||||||
{
|
|
||||||
_position = value;
|
|
||||||
Vec3 ps = new Vec3();
|
|
||||||
ps.X = value.X;
|
|
||||||
ps.Y = value.Y;
|
|
||||||
ps.Z = value.Z;
|
|
||||||
_character.Position = ps;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
public override Vector3 Size
|
|
||||||
{
|
|
||||||
get { return Vector3.Zero; }
|
|
||||||
set { }
|
|
||||||
}
|
|
||||||
|
|
||||||
public override float Mass
|
|
||||||
{
|
|
||||||
get { return 0f; }
|
|
||||||
}
|
|
||||||
|
|
||||||
public override Vector3 Force
|
|
||||||
{
|
|
||||||
get { return Vector3.Zero; }
|
|
||||||
set { return; }
|
|
||||||
}
|
|
||||||
|
|
||||||
public override int VehicleType
|
|
||||||
{
|
|
||||||
get { return 0; }
|
|
||||||
set { return; }
|
|
||||||
}
|
|
||||||
|
|
||||||
public override void VehicleFloatParam(int param, float value)
|
|
||||||
{
|
|
||||||
|
|
||||||
}
|
|
||||||
|
|
||||||
public override void VehicleVectorParam(int param, Vector3 value)
|
|
||||||
{
|
|
||||||
|
|
||||||
}
|
|
||||||
|
|
||||||
public override void VehicleRotationParam(int param, Quaternion rotation)
|
|
||||||
{
|
|
||||||
|
|
||||||
}
|
|
||||||
|
|
||||||
public override void VehicleFlags(int param, bool remove) { }
|
|
||||||
|
|
||||||
public override void SetVolumeDetect(int param)
|
|
||||||
{
|
|
||||||
|
|
||||||
}
|
|
||||||
|
|
||||||
|
|
||||||
public override Vector3 CenterOfMass
|
|
||||||
{
|
|
||||||
get { return Vector3.Zero; }
|
|
||||||
}
|
|
||||||
|
|
||||||
public override Vector3 GeometricCenter
|
|
||||||
{
|
|
||||||
get { return Vector3.Zero; }
|
|
||||||
}
|
|
||||||
|
|
||||||
public override Vector3 Velocity
|
|
||||||
{
|
|
||||||
get { return _velocity; }
|
|
||||||
set { _velocity = value; }
|
|
||||||
}
|
|
||||||
|
|
||||||
public override float CollisionScore
|
|
||||||
{
|
|
||||||
get { return 0f; }
|
|
||||||
set { }
|
|
||||||
}
|
|
||||||
|
|
||||||
public override bool Kinematic
|
|
||||||
{
|
|
||||||
get { return false; }
|
|
||||||
set { }
|
|
||||||
}
|
|
||||||
|
|
||||||
public override Quaternion Orientation
|
|
||||||
{
|
|
||||||
get { return Quaternion.Identity; }
|
|
||||||
set { }
|
|
||||||
}
|
|
||||||
|
|
||||||
public override Vector3 Acceleration
|
|
||||||
{
|
|
||||||
get { return _acceleration; }
|
|
||||||
}
|
|
||||||
|
|
||||||
public void SetAcceleration(Vector3 accel)
|
|
||||||
{
|
|
||||||
_acceleration = accel;
|
|
||||||
}
|
|
||||||
|
|
||||||
public override void AddForce(Vector3 force, bool pushforce)
|
|
||||||
{
|
|
||||||
}
|
|
||||||
public override Vector3 Torque
|
|
||||||
{
|
|
||||||
get { return Vector3.Zero; }
|
|
||||||
set { return; }
|
|
||||||
}
|
|
||||||
public override void AddAngularForce(Vector3 force, bool pushforce)
|
|
||||||
{
|
|
||||||
}
|
|
||||||
|
|
||||||
public override void link(PhysicsActor obj)
|
|
||||||
{
|
|
||||||
|
|
||||||
}
|
|
||||||
|
|
||||||
public override void delink()
|
|
||||||
{
|
|
||||||
|
|
||||||
}
|
|
||||||
|
|
||||||
public override void LockAngularMotion(Vector3 axis)
|
|
||||||
{
|
|
||||||
|
|
||||||
}
|
|
||||||
|
|
||||||
public override void SetMomentum(Vector3 momentum)
|
|
||||||
{
|
|
||||||
}
|
|
||||||
|
|
||||||
public void Move(float timeStep)
|
|
||||||
{
|
|
||||||
Vec3 vec = new Vec3();
|
|
||||||
vec.X = _velocity.X*timeStep;
|
|
||||||
vec.Y = _velocity.Y*timeStep;
|
|
||||||
if (flying)
|
|
||||||
{
|
|
||||||
vec.Z = (_velocity.Z)*timeStep;
|
|
||||||
}
|
|
||||||
else
|
|
||||||
{
|
|
||||||
gravityAccel += -9.8f;
|
|
||||||
vec.Z = (gravityAccel + _velocity.Z)*timeStep;
|
|
||||||
}
|
|
||||||
int res = _character.Move(vec);
|
|
||||||
if (res == 1)
|
|
||||||
{
|
|
||||||
gravityAccel = 0;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
public override PrimitiveBaseShape Shape
|
|
||||||
{
|
|
||||||
set { return; }
|
|
||||||
}
|
|
||||||
|
|
||||||
public void UpdatePosition()
|
|
||||||
{
|
|
||||||
Vec3 vec = _character.Position;
|
|
||||||
_position.X = vec.X;
|
|
||||||
_position.Y = vec.Y;
|
|
||||||
_position.Z = vec.Z;
|
|
||||||
}
|
|
||||||
public override void CrossingFailure()
|
|
||||||
{
|
|
||||||
|
|
||||||
}
|
|
||||||
|
|
||||||
public override Vector3 PIDTarget { set { return; } }
|
|
||||||
public override bool PIDActive { set { return; } }
|
|
||||||
public override float PIDTau { set { return; } }
|
|
||||||
|
|
||||||
public override float PIDHoverHeight { set { return; } }
|
|
||||||
public override bool PIDHoverActive { set { return; } }
|
|
||||||
public override PIDHoverType PIDHoverType { set { return; } }
|
|
||||||
public override float PIDHoverTau { set { return; } }
|
|
||||||
|
|
||||||
public override Quaternion APIDTarget
|
|
||||||
{
|
|
||||||
set { return; }
|
|
||||||
}
|
|
||||||
|
|
||||||
public override bool APIDActive
|
|
||||||
{
|
|
||||||
set { return; }
|
|
||||||
}
|
|
||||||
|
|
||||||
public override float APIDStrength
|
|
||||||
{
|
|
||||||
set { return; }
|
|
||||||
}
|
|
||||||
|
|
||||||
public override float APIDDamping
|
|
||||||
{
|
|
||||||
set { return; }
|
|
||||||
}
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
public override void SubscribeEvents(int ms)
|
|
||||||
{
|
|
||||||
|
|
||||||
}
|
|
||||||
public override void UnSubscribeEvents()
|
|
||||||
{
|
|
||||||
|
|
||||||
}
|
|
||||||
public override bool SubscribedEvents()
|
|
||||||
{
|
|
||||||
return false;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
|
|
||||||
public class PhysXPrim : PhysicsActor
|
|
||||||
{
|
|
||||||
private Vector3 _velocity;
|
|
||||||
private Vector3 _acceleration;
|
|
||||||
private Vector3 m_rotationalVelocity;
|
|
||||||
private NxActor _prim;
|
|
||||||
|
|
||||||
public PhysXPrim(NxActor prim)
|
|
||||||
{
|
|
||||||
_velocity = Vector3.Zero;
|
|
||||||
_acceleration = Vector3.Zero;
|
|
||||||
_prim = prim;
|
|
||||||
}
|
|
||||||
|
|
||||||
public override int PhysicsActorType
|
|
||||||
{
|
|
||||||
get { return (int) ActorTypes.Prim; }
|
|
||||||
set { return; }
|
|
||||||
}
|
|
||||||
|
|
||||||
public override bool IsPhysical
|
|
||||||
{
|
|
||||||
get { return false; }
|
|
||||||
set { return; }
|
|
||||||
}
|
|
||||||
|
|
||||||
public override bool SetAlwaysRun
|
|
||||||
{
|
|
||||||
get { return false; }
|
|
||||||
set { return; }
|
|
||||||
}
|
|
||||||
|
|
||||||
public override uint LocalID
|
|
||||||
{
|
|
||||||
set { return; }
|
|
||||||
}
|
|
||||||
|
|
||||||
public override bool Grabbed
|
|
||||||
{
|
|
||||||
set { return; }
|
|
||||||
}
|
|
||||||
|
|
||||||
public override bool Selected
|
|
||||||
{
|
|
||||||
set { return; }
|
|
||||||
}
|
|
||||||
|
|
||||||
public override float Buoyancy
|
|
||||||
{
|
|
||||||
get { return 0f; }
|
|
||||||
set { return; }
|
|
||||||
}
|
|
||||||
|
|
||||||
public override bool FloatOnWater
|
|
||||||
{
|
|
||||||
set { return; }
|
|
||||||
}
|
|
||||||
|
|
||||||
public override bool ThrottleUpdates
|
|
||||||
{
|
|
||||||
get { return false; }
|
|
||||||
set { return; }
|
|
||||||
}
|
|
||||||
|
|
||||||
public override Vector3 RotationalVelocity
|
|
||||||
{
|
|
||||||
get { return m_rotationalVelocity; }
|
|
||||||
set { m_rotationalVelocity = value; }
|
|
||||||
}
|
|
||||||
|
|
||||||
public override bool Flying
|
|
||||||
{
|
|
||||||
get { return false; //no flying prims for you
|
|
||||||
}
|
|
||||||
set { }
|
|
||||||
}
|
|
||||||
|
|
||||||
public override bool IsColliding
|
|
||||||
{
|
|
||||||
get { return false; }
|
|
||||||
set { }
|
|
||||||
}
|
|
||||||
|
|
||||||
public override bool CollidingGround
|
|
||||||
{
|
|
||||||
get { return false; }
|
|
||||||
set { return; }
|
|
||||||
}
|
|
||||||
|
|
||||||
public override bool CollidingObj
|
|
||||||
{
|
|
||||||
get { return false; }
|
|
||||||
set { return; }
|
|
||||||
}
|
|
||||||
|
|
||||||
public override bool Stopped
|
|
||||||
{
|
|
||||||
get { return false; }
|
|
||||||
}
|
|
||||||
|
|
||||||
public override Vector3 Position
|
|
||||||
{
|
|
||||||
get
|
|
||||||
{
|
|
||||||
Vector3 pos = Vector3.Zero;
|
|
||||||
Vec3 vec = _prim.Position;
|
|
||||||
pos.X = vec.X;
|
|
||||||
pos.Y = vec.Y;
|
|
||||||
pos.Z = vec.Z;
|
|
||||||
return pos;
|
|
||||||
}
|
|
||||||
set
|
|
||||||
{
|
|
||||||
Vector3 vec = value;
|
|
||||||
Vec3 pos = new Vec3();
|
|
||||||
pos.X = vec.X;
|
|
||||||
pos.Y = vec.Y;
|
|
||||||
pos.Z = vec.Z;
|
|
||||||
_prim.Position = pos;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
public override PrimitiveBaseShape Shape
|
|
||||||
{
|
|
||||||
set { return; }
|
|
||||||
}
|
|
||||||
|
|
||||||
public override Vector3 Velocity
|
|
||||||
{
|
|
||||||
get { return _velocity; }
|
|
||||||
set { _velocity = value; }
|
|
||||||
}
|
|
||||||
|
|
||||||
public override Vector3 Torque
|
|
||||||
{
|
|
||||||
get { return Vector3.Zero; }
|
|
||||||
set { return; }
|
|
||||||
}
|
|
||||||
|
|
||||||
public override float CollisionScore
|
|
||||||
{
|
|
||||||
get { return 0f; }
|
|
||||||
set { }
|
|
||||||
}
|
|
||||||
|
|
||||||
public override bool Kinematic
|
|
||||||
{
|
|
||||||
get { return _prim.Kinematic; }
|
|
||||||
set { _prim.Kinematic = value; }
|
|
||||||
}
|
|
||||||
|
|
||||||
public override Quaternion Orientation
|
|
||||||
{
|
|
||||||
get
|
|
||||||
{
|
|
||||||
Quaternion res;
|
|
||||||
PhysXWrapper.Quaternion quat = _prim.GetOrientation();
|
|
||||||
res.W = quat.W;
|
|
||||||
res.X = quat.X;
|
|
||||||
res.Y = quat.Y;
|
|
||||||
res.Z = quat.Z;
|
|
||||||
return res;
|
|
||||||
}
|
|
||||||
set { }
|
|
||||||
}
|
|
||||||
|
|
||||||
public override Vector3 Acceleration
|
|
||||||
{
|
|
||||||
get { return _acceleration; }
|
|
||||||
}
|
|
||||||
|
|
||||||
public void SetAcceleration(Vector3 accel)
|
|
||||||
{
|
|
||||||
_acceleration = accel;
|
|
||||||
}
|
|
||||||
|
|
||||||
public override void AddForce(Vector3 force, bool pushforce)
|
|
||||||
{
|
|
||||||
}
|
|
||||||
|
|
||||||
public override void AddAngularForce(Vector3 force, bool pushforce)
|
|
||||||
{
|
|
||||||
}
|
|
||||||
|
|
||||||
public override void SetMomentum(Vector3 momentum)
|
|
||||||
{
|
|
||||||
}
|
|
||||||
|
|
||||||
public override Vector3 Size
|
|
||||||
{
|
|
||||||
get { return Vector3.Zero; }
|
|
||||||
set { }
|
|
||||||
}
|
|
||||||
|
|
||||||
public override void link(PhysicsActor obj)
|
|
||||||
{
|
|
||||||
}
|
|
||||||
|
|
||||||
public override void delink()
|
|
||||||
{
|
|
||||||
}
|
|
||||||
|
|
||||||
public override void LockAngularMotion(Vector3 axis)
|
|
||||||
{
|
|
||||||
|
|
||||||
}
|
|
||||||
|
|
||||||
public override float Mass
|
|
||||||
{
|
|
||||||
get { return 0f; }
|
|
||||||
}
|
|
||||||
|
|
||||||
public override Vector3 Force
|
|
||||||
{
|
|
||||||
get { return Vector3.Zero; }
|
|
||||||
set { return; }
|
|
||||||
}
|
|
||||||
|
|
||||||
public override int VehicleType
|
|
||||||
{
|
|
||||||
get { return 0; }
|
|
||||||
set { return; }
|
|
||||||
}
|
|
||||||
|
|
||||||
public override void VehicleFloatParam(int param, float value)
|
|
||||||
{
|
|
||||||
|
|
||||||
}
|
|
||||||
|
|
||||||
public override void VehicleVectorParam(int param, Vector3 value)
|
|
||||||
{
|
|
||||||
|
|
||||||
}
|
|
||||||
|
|
||||||
public override void VehicleRotationParam(int param, Quaternion rotation)
|
|
||||||
{
|
|
||||||
|
|
||||||
}
|
|
||||||
|
|
||||||
public override void VehicleFlags(int param, bool remove) { }
|
|
||||||
|
|
||||||
public override void SetVolumeDetect(int param)
|
|
||||||
{
|
|
||||||
|
|
||||||
}
|
|
||||||
|
|
||||||
public override Vector3 CenterOfMass
|
|
||||||
{
|
|
||||||
get { return Vector3.Zero; }
|
|
||||||
}
|
|
||||||
|
|
||||||
public override Vector3 GeometricCenter
|
|
||||||
{
|
|
||||||
get { return Vector3.Zero; }
|
|
||||||
}
|
|
||||||
|
|
||||||
public override void CrossingFailure()
|
|
||||||
{
|
|
||||||
}
|
|
||||||
|
|
||||||
public override Vector3 PIDTarget { set { return; } }
|
|
||||||
public override bool PIDActive { set { return; } }
|
|
||||||
public override float PIDTau { set { return; } }
|
|
||||||
|
|
||||||
public override float PIDHoverHeight { set { return; } }
|
|
||||||
public override bool PIDHoverActive { set { return; } }
|
|
||||||
public override PIDHoverType PIDHoverType { set { return; } }
|
|
||||||
public override float PIDHoverTau { set { return; } }
|
|
||||||
|
|
||||||
public override Quaternion APIDTarget
|
|
||||||
{
|
|
||||||
set { return; }
|
|
||||||
}
|
|
||||||
|
|
||||||
public override bool APIDActive
|
|
||||||
{
|
|
||||||
set { return; }
|
|
||||||
}
|
|
||||||
|
|
||||||
public override float APIDStrength
|
|
||||||
{
|
|
||||||
set { return; }
|
|
||||||
}
|
|
||||||
|
|
||||||
public override float APIDDamping
|
|
||||||
{
|
|
||||||
set { return; }
|
|
||||||
}
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
public override void SubscribeEvents(int ms)
|
|
||||||
{
|
|
||||||
|
|
||||||
}
|
|
||||||
public override void UnSubscribeEvents()
|
|
||||||
{
|
|
||||||
|
|
||||||
}
|
|
||||||
public override bool SubscribedEvents()
|
|
||||||
{
|
|
||||||
return false;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
|
|
|
@ -0,0 +1,345 @@
|
||||||
|
/*
|
||||||
|
* Copyright (c) Contributors, http://opensimulator.org/
|
||||||
|
* See CONTRIBUTORS.TXT for a full list of copyright holders.
|
||||||
|
*
|
||||||
|
* Redistribution and use in source and binary forms, with or without
|
||||||
|
* modification, are permitted provided that the following conditions are met:
|
||||||
|
* * Redistributions of source code must retain the above copyright
|
||||||
|
* notice, this list of conditions and the following disclaimer.
|
||||||
|
* * Redistributions in binary form must reproduce the above copyright
|
||||||
|
* notice, this list of conditions and the following disclaimer in the
|
||||||
|
* documentation and/or other materials provided with the distribution.
|
||||||
|
* * Neither the name of the OpenSimulator Project nor the
|
||||||
|
* names of its contributors may be used to endorse or promote products
|
||||||
|
* derived from this software without specific prior written permission.
|
||||||
|
*
|
||||||
|
* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
|
||||||
|
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
|
||||||
|
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
|
||||||
|
* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
|
||||||
|
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
|
||||||
|
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
|
||||||
|
* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
|
||||||
|
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
||||||
|
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
|
||||||
|
* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||||
|
*/
|
||||||
|
|
||||||
|
using System;
|
||||||
|
using System.Collections.Generic;
|
||||||
|
using Nini.Config;
|
||||||
|
using OpenSim.Framework;
|
||||||
|
using OpenSim.Region.Physics.Manager;
|
||||||
|
using PhysXWrapper;
|
||||||
|
using Quaternion=OpenMetaverse.Quaternion;
|
||||||
|
using System.Reflection;
|
||||||
|
using log4net;
|
||||||
|
using OpenMetaverse;
|
||||||
|
|
||||||
|
namespace OpenSim.Region.Physics.PhysXPlugin
|
||||||
|
{
|
||||||
|
public class PhysXPrim : PhysicsActor
|
||||||
|
{
|
||||||
|
private Vector3 _velocity;
|
||||||
|
private Vector3 _acceleration;
|
||||||
|
private Vector3 m_rotationalVelocity;
|
||||||
|
private NxActor _prim;
|
||||||
|
|
||||||
|
public PhysXPrim(NxActor prim)
|
||||||
|
{
|
||||||
|
_velocity = Vector3.Zero;
|
||||||
|
_acceleration = Vector3.Zero;
|
||||||
|
_prim = prim;
|
||||||
|
}
|
||||||
|
|
||||||
|
public override int PhysicsActorType
|
||||||
|
{
|
||||||
|
get { return (int) ActorTypes.Prim; }
|
||||||
|
set { return; }
|
||||||
|
}
|
||||||
|
|
||||||
|
public override bool IsPhysical
|
||||||
|
{
|
||||||
|
get { return false; }
|
||||||
|
set { return; }
|
||||||
|
}
|
||||||
|
|
||||||
|
public override bool SetAlwaysRun
|
||||||
|
{
|
||||||
|
get { return false; }
|
||||||
|
set { return; }
|
||||||
|
}
|
||||||
|
|
||||||
|
public override uint LocalID
|
||||||
|
{
|
||||||
|
set { return; }
|
||||||
|
}
|
||||||
|
|
||||||
|
public override bool Grabbed
|
||||||
|
{
|
||||||
|
set { return; }
|
||||||
|
}
|
||||||
|
|
||||||
|
public override bool Selected
|
||||||
|
{
|
||||||
|
set { return; }
|
||||||
|
}
|
||||||
|
|
||||||
|
public override float Buoyancy
|
||||||
|
{
|
||||||
|
get { return 0f; }
|
||||||
|
set { return; }
|
||||||
|
}
|
||||||
|
|
||||||
|
public override bool FloatOnWater
|
||||||
|
{
|
||||||
|
set { return; }
|
||||||
|
}
|
||||||
|
|
||||||
|
public override bool ThrottleUpdates
|
||||||
|
{
|
||||||
|
get { return false; }
|
||||||
|
set { return; }
|
||||||
|
}
|
||||||
|
|
||||||
|
public override Vector3 RotationalVelocity
|
||||||
|
{
|
||||||
|
get { return m_rotationalVelocity; }
|
||||||
|
set { m_rotationalVelocity = value; }
|
||||||
|
}
|
||||||
|
|
||||||
|
public override bool Flying
|
||||||
|
{
|
||||||
|
get { return false; //no flying prims for you
|
||||||
|
}
|
||||||
|
set { }
|
||||||
|
}
|
||||||
|
|
||||||
|
public override bool IsColliding
|
||||||
|
{
|
||||||
|
get { return false; }
|
||||||
|
set { }
|
||||||
|
}
|
||||||
|
|
||||||
|
public override bool CollidingGround
|
||||||
|
{
|
||||||
|
get { return false; }
|
||||||
|
set { return; }
|
||||||
|
}
|
||||||
|
|
||||||
|
public override bool CollidingObj
|
||||||
|
{
|
||||||
|
get { return false; }
|
||||||
|
set { return; }
|
||||||
|
}
|
||||||
|
|
||||||
|
public override bool Stopped
|
||||||
|
{
|
||||||
|
get { return false; }
|
||||||
|
}
|
||||||
|
|
||||||
|
public override Vector3 Position
|
||||||
|
{
|
||||||
|
get
|
||||||
|
{
|
||||||
|
Vector3 pos = Vector3.Zero;
|
||||||
|
Vec3 vec = _prim.Position;
|
||||||
|
pos.X = vec.X;
|
||||||
|
pos.Y = vec.Y;
|
||||||
|
pos.Z = vec.Z;
|
||||||
|
return pos;
|
||||||
|
}
|
||||||
|
set
|
||||||
|
{
|
||||||
|
Vector3 vec = value;
|
||||||
|
Vec3 pos = new Vec3();
|
||||||
|
pos.X = vec.X;
|
||||||
|
pos.Y = vec.Y;
|
||||||
|
pos.Z = vec.Z;
|
||||||
|
_prim.Position = pos;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
public override PrimitiveBaseShape Shape
|
||||||
|
{
|
||||||
|
set { return; }
|
||||||
|
}
|
||||||
|
|
||||||
|
public override Vector3 Velocity
|
||||||
|
{
|
||||||
|
get { return _velocity; }
|
||||||
|
set { _velocity = value; }
|
||||||
|
}
|
||||||
|
|
||||||
|
public override Vector3 Torque
|
||||||
|
{
|
||||||
|
get { return Vector3.Zero; }
|
||||||
|
set { return; }
|
||||||
|
}
|
||||||
|
|
||||||
|
public override float CollisionScore
|
||||||
|
{
|
||||||
|
get { return 0f; }
|
||||||
|
set { }
|
||||||
|
}
|
||||||
|
|
||||||
|
public override bool Kinematic
|
||||||
|
{
|
||||||
|
get { return _prim.Kinematic; }
|
||||||
|
set { _prim.Kinematic = value; }
|
||||||
|
}
|
||||||
|
|
||||||
|
public override Quaternion Orientation
|
||||||
|
{
|
||||||
|
get
|
||||||
|
{
|
||||||
|
Quaternion res;
|
||||||
|
PhysXWrapper.Quaternion quat = _prim.GetOrientation();
|
||||||
|
res.W = quat.W;
|
||||||
|
res.X = quat.X;
|
||||||
|
res.Y = quat.Y;
|
||||||
|
res.Z = quat.Z;
|
||||||
|
return res;
|
||||||
|
}
|
||||||
|
set { }
|
||||||
|
}
|
||||||
|
|
||||||
|
public override Vector3 Acceleration
|
||||||
|
{
|
||||||
|
get { return _acceleration; }
|
||||||
|
}
|
||||||
|
|
||||||
|
public void SetAcceleration(Vector3 accel)
|
||||||
|
{
|
||||||
|
_acceleration = accel;
|
||||||
|
}
|
||||||
|
|
||||||
|
public override void AddForce(Vector3 force, bool pushforce)
|
||||||
|
{
|
||||||
|
}
|
||||||
|
|
||||||
|
public override void AddAngularForce(Vector3 force, bool pushforce)
|
||||||
|
{
|
||||||
|
}
|
||||||
|
|
||||||
|
public override void SetMomentum(Vector3 momentum)
|
||||||
|
{
|
||||||
|
}
|
||||||
|
|
||||||
|
public override Vector3 Size
|
||||||
|
{
|
||||||
|
get { return Vector3.Zero; }
|
||||||
|
set { }
|
||||||
|
}
|
||||||
|
|
||||||
|
public override void link(PhysicsActor obj)
|
||||||
|
{
|
||||||
|
}
|
||||||
|
|
||||||
|
public override void delink()
|
||||||
|
{
|
||||||
|
}
|
||||||
|
|
||||||
|
public override void LockAngularMotion(Vector3 axis)
|
||||||
|
{
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
public override float Mass
|
||||||
|
{
|
||||||
|
get { return 0f; }
|
||||||
|
}
|
||||||
|
|
||||||
|
public override Vector3 Force
|
||||||
|
{
|
||||||
|
get { return Vector3.Zero; }
|
||||||
|
set { return; }
|
||||||
|
}
|
||||||
|
|
||||||
|
public override int VehicleType
|
||||||
|
{
|
||||||
|
get { return 0; }
|
||||||
|
set { return; }
|
||||||
|
}
|
||||||
|
|
||||||
|
public override void VehicleFloatParam(int param, float value)
|
||||||
|
{
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
public override void VehicleVectorParam(int param, Vector3 value)
|
||||||
|
{
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
public override void VehicleRotationParam(int param, Quaternion rotation)
|
||||||
|
{
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
public override void VehicleFlags(int param, bool remove) { }
|
||||||
|
|
||||||
|
public override void SetVolumeDetect(int param)
|
||||||
|
{
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
public override Vector3 CenterOfMass
|
||||||
|
{
|
||||||
|
get { return Vector3.Zero; }
|
||||||
|
}
|
||||||
|
|
||||||
|
public override Vector3 GeometricCenter
|
||||||
|
{
|
||||||
|
get { return Vector3.Zero; }
|
||||||
|
}
|
||||||
|
|
||||||
|
public override void CrossingFailure()
|
||||||
|
{
|
||||||
|
}
|
||||||
|
|
||||||
|
public override Vector3 PIDTarget { set { return; } }
|
||||||
|
public override bool PIDActive { set { return; } }
|
||||||
|
public override float PIDTau { set { return; } }
|
||||||
|
|
||||||
|
public override float PIDHoverHeight { set { return; } }
|
||||||
|
public override bool PIDHoverActive { set { return; } }
|
||||||
|
public override PIDHoverType PIDHoverType { set { return; } }
|
||||||
|
public override float PIDHoverTau { set { return; } }
|
||||||
|
|
||||||
|
public override Quaternion APIDTarget
|
||||||
|
{
|
||||||
|
set { return; }
|
||||||
|
}
|
||||||
|
|
||||||
|
public override bool APIDActive
|
||||||
|
{
|
||||||
|
set { return; }
|
||||||
|
}
|
||||||
|
|
||||||
|
public override float APIDStrength
|
||||||
|
{
|
||||||
|
set { return; }
|
||||||
|
}
|
||||||
|
|
||||||
|
public override float APIDDamping
|
||||||
|
{
|
||||||
|
set { return; }
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
public override void SubscribeEvents(int ms)
|
||||||
|
{
|
||||||
|
|
||||||
|
}
|
||||||
|
public override void UnSubscribeEvents()
|
||||||
|
{
|
||||||
|
|
||||||
|
}
|
||||||
|
public override bool SubscribedEvents()
|
||||||
|
{
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
|
@ -0,0 +1,183 @@
|
||||||
|
/*
|
||||||
|
* Copyright (c) Contributors, http://opensimulator.org/
|
||||||
|
* See CONTRIBUTORS.TXT for a full list of copyright holders.
|
||||||
|
*
|
||||||
|
* Redistribution and use in source and binary forms, with or without
|
||||||
|
* modification, are permitted provided that the following conditions are met:
|
||||||
|
* * Redistributions of source code must retain the above copyright
|
||||||
|
* notice, this list of conditions and the following disclaimer.
|
||||||
|
* * Redistributions in binary form must reproduce the above copyright
|
||||||
|
* notice, this list of conditions and the following disclaimer in the
|
||||||
|
* documentation and/or other materials provided with the distribution.
|
||||||
|
* * Neither the name of the OpenSimulator Project nor the
|
||||||
|
* names of its contributors may be used to endorse or promote products
|
||||||
|
* derived from this software without specific prior written permission.
|
||||||
|
*
|
||||||
|
* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
|
||||||
|
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
|
||||||
|
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
|
||||||
|
* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
|
||||||
|
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
|
||||||
|
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
|
||||||
|
* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
|
||||||
|
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
||||||
|
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
|
||||||
|
* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||||
|
*/
|
||||||
|
|
||||||
|
using System;
|
||||||
|
using System.Collections.Generic;
|
||||||
|
using Nini.Config;
|
||||||
|
using OpenSim.Framework;
|
||||||
|
using OpenSim.Region.Physics.Manager;
|
||||||
|
using PhysXWrapper;
|
||||||
|
using Quaternion=OpenMetaverse.Quaternion;
|
||||||
|
using System.Reflection;
|
||||||
|
using log4net;
|
||||||
|
using OpenMetaverse;
|
||||||
|
|
||||||
|
namespace OpenSim.Region.Physics.PhysXPlugin
|
||||||
|
{
|
||||||
|
public class PhysXScene : PhysicsScene
|
||||||
|
{
|
||||||
|
private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
|
||||||
|
private List<PhysXCharacter> _characters = new List<PhysXCharacter>();
|
||||||
|
private List<PhysXPrim> _prims = new List<PhysXPrim>();
|
||||||
|
private float[] _heightMap = null;
|
||||||
|
private NxPhysicsSDK mySdk;
|
||||||
|
private NxScene scene;
|
||||||
|
|
||||||
|
// protected internal string sceneIdentifier;
|
||||||
|
public PhysXScene(string _sceneIdentifier)
|
||||||
|
{
|
||||||
|
//sceneIdentifier = _sceneIdentifier;
|
||||||
|
|
||||||
|
mySdk = NxPhysicsSDK.CreateSDK();
|
||||||
|
m_log.Info("Sdk created - now creating scene");
|
||||||
|
scene = mySdk.CreateScene();
|
||||||
|
}
|
||||||
|
|
||||||
|
public override void Initialise(IMesher meshmerizer, IConfigSource config)
|
||||||
|
{
|
||||||
|
// Does nothing right now
|
||||||
|
}
|
||||||
|
public override void Dispose()
|
||||||
|
{
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
public override void SetWaterLevel(float baseheight)
|
||||||
|
{
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
public override PhysicsActor AddAvatar(string avName, Vector3 position, Vector3 size, bool isFlying)
|
||||||
|
{
|
||||||
|
Vec3 pos = new Vec3();
|
||||||
|
pos.X = position.X;
|
||||||
|
pos.Y = position.Y;
|
||||||
|
pos.Z = position.Z;
|
||||||
|
PhysXCharacter act = new PhysXCharacter(scene.AddCharacter(pos));
|
||||||
|
act.Flying = isFlying;
|
||||||
|
act.Position = position;
|
||||||
|
_characters.Add(act);
|
||||||
|
return act;
|
||||||
|
}
|
||||||
|
|
||||||
|
public override void RemovePrim(PhysicsActor prim)
|
||||||
|
{
|
||||||
|
}
|
||||||
|
|
||||||
|
public override void RemoveAvatar(PhysicsActor actor)
|
||||||
|
{
|
||||||
|
}
|
||||||
|
|
||||||
|
private PhysicsActor AddPrim(Vector3 position, Vector3 size, Quaternion rotation)
|
||||||
|
{
|
||||||
|
Vec3 pos = new Vec3();
|
||||||
|
pos.X = position.X;
|
||||||
|
pos.Y = position.Y;
|
||||||
|
pos.Z = position.Z;
|
||||||
|
Vec3 siz = new Vec3();
|
||||||
|
siz.X = size.X;
|
||||||
|
siz.Y = size.Y;
|
||||||
|
siz.Z = size.Z;
|
||||||
|
PhysXPrim act = new PhysXPrim(scene.AddNewBox(pos, siz));
|
||||||
|
_prims.Add(act);
|
||||||
|
return act;
|
||||||
|
}
|
||||||
|
|
||||||
|
public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, Vector3 position,
|
||||||
|
Vector3 size, Quaternion rotation) //To be removed
|
||||||
|
{
|
||||||
|
return AddPrimShape(primName, pbs, position, size, rotation, false);
|
||||||
|
}
|
||||||
|
|
||||||
|
public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, Vector3 position,
|
||||||
|
Vector3 size, Quaternion rotation, bool isPhysical)
|
||||||
|
{
|
||||||
|
return AddPrim(position, size, rotation);
|
||||||
|
}
|
||||||
|
|
||||||
|
public override void AddPhysicsActorTaint(PhysicsActor prim)
|
||||||
|
{
|
||||||
|
}
|
||||||
|
|
||||||
|
public override float Simulate(float timeStep)
|
||||||
|
{
|
||||||
|
float fps = 0f;
|
||||||
|
try
|
||||||
|
{
|
||||||
|
foreach (PhysXCharacter actor in _characters)
|
||||||
|
{
|
||||||
|
actor.Move(timeStep);
|
||||||
|
}
|
||||||
|
scene.Simulate(timeStep);
|
||||||
|
scene.FetchResults();
|
||||||
|
scene.UpdateControllers();
|
||||||
|
|
||||||
|
foreach (PhysXCharacter actor in _characters)
|
||||||
|
{
|
||||||
|
actor.UpdatePosition();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
catch (Exception e)
|
||||||
|
{
|
||||||
|
m_log.Error(e.Message);
|
||||||
|
}
|
||||||
|
return fps;
|
||||||
|
}
|
||||||
|
|
||||||
|
public override void GetResults()
|
||||||
|
{
|
||||||
|
}
|
||||||
|
|
||||||
|
public override bool IsThreaded
|
||||||
|
{
|
||||||
|
// for now we won't be multithreaded
|
||||||
|
get { return (false); }
|
||||||
|
}
|
||||||
|
|
||||||
|
public override void SetTerrain(float[] heightMap)
|
||||||
|
{
|
||||||
|
if (_heightMap != null)
|
||||||
|
{
|
||||||
|
m_log.Debug("PhysX - deleting old terrain");
|
||||||
|
scene.DeleteTerrain();
|
||||||
|
}
|
||||||
|
_heightMap = heightMap;
|
||||||
|
scene.AddTerrain(heightMap);
|
||||||
|
}
|
||||||
|
|
||||||
|
public override void DeleteTerrain()
|
||||||
|
{
|
||||||
|
scene.DeleteTerrain();
|
||||||
|
}
|
||||||
|
|
||||||
|
public override Dictionary<uint, float> GetTopColliders()
|
||||||
|
{
|
||||||
|
Dictionary<uint, float> returncolliders = new Dictionary<uint, float>();
|
||||||
|
return returncolliders;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
|
@ -24,26 +24,26 @@
|
||||||
|
|
||||||
; To run a script every few minutes, set the script filename here
|
; To run a script every few minutes, set the script filename here
|
||||||
; timer_Script = "filename"
|
; timer_Script = "filename"
|
||||||
|
|
||||||
; ##
|
; ##
|
||||||
; ## SYSTEM
|
; ## SYSTEM
|
||||||
; ##
|
; ##
|
||||||
|
|
||||||
; Sets the method that OpenSim will use to fire asynchronous
|
; Sets the method that OpenSim will use to fire asynchronous
|
||||||
; events. Valid values are UnsafeQueueUserWorkItem,
|
; events. Valid values are UnsafeQueueUserWorkItem,
|
||||||
; QueueUserWorkItem, BeginInvoke, SmartThreadPool, and Thread.
|
; QueueUserWorkItem, BeginInvoke, SmartThreadPool, and Thread.
|
||||||
; SmartThreadPool is reported to work well on Mono/Linux, but
|
; SmartThreadPool is reported to work well on Mono/Linux, but
|
||||||
; UnsafeQueueUserWorkItem has been benchmarked with better
|
; UnsafeQueueUserWorkItem has been benchmarked with better
|
||||||
; performance on .NET/Windows
|
; performance on .NET/Windows
|
||||||
async_call_method = SmartThreadPool
|
async_call_method = SmartThreadPool
|
||||||
|
|
||||||
; There are several operations on large collections (such as
|
; There are several operations on large collections (such as
|
||||||
; the current avatar list) that can be run synchronously or
|
; the current avatar list) that can be run synchronously or
|
||||||
; in parallel. Running in parallel should increase performance
|
; in parallel. Running in parallel should increase performance
|
||||||
; on a multi-core system, but will make debugging more
|
; on a multi-core system, but will make debugging more
|
||||||
; difficult if something deadlocks or times out
|
; difficult if something deadlocks or times out
|
||||||
use_async_when_possible = false
|
use_async_when_possible = false
|
||||||
|
|
||||||
; Max threads to allocate on the FireAndForget thread pool
|
; Max threads to allocate on the FireAndForget thread pool
|
||||||
; when running with the SmartThreadPool option above
|
; when running with the SmartThreadPool option above
|
||||||
MaxPoolThreads = 15
|
MaxPoolThreads = 15
|
||||||
|
@ -96,7 +96,7 @@
|
||||||
|
|
||||||
; How many prims to send to each avatar in the scene on each Update()
|
; How many prims to send to each avatar in the scene on each Update()
|
||||||
; MaxPrimsPerFrame = 200
|
; MaxPrimsPerFrame = 200
|
||||||
|
|
||||||
; Combine all contiguous regions into one large region
|
; Combine all contiguous regions into one large region
|
||||||
; Order your regions from South to North, West to East in your regions.ini and then set this to true
|
; Order your regions from South to North, West to East in your regions.ini and then set this to true
|
||||||
; Warning! Don't use this with regions that have existing content!, This will likely break them
|
; Warning! Don't use this with regions that have existing content!, This will likely break them
|
||||||
|
@ -283,7 +283,7 @@
|
||||||
http_listener_ssl_cert = "" ; Currently unused, but will be used for OSHttpServer
|
http_listener_ssl_cert = "" ; Currently unused, but will be used for OSHttpServer
|
||||||
|
|
||||||
; Hostname to use in llRequestURL/llRequestSecureURL
|
; Hostname to use in llRequestURL/llRequestSecureURL
|
||||||
; if not defined - default machine name is being used
|
; if not defined - default machine name is being used
|
||||||
; (on Windows this mean NETBIOS name - useably only inside local network)
|
; (on Windows this mean NETBIOS name - useably only inside local network)
|
||||||
; ExternalHostNameForLSL=127.0.0.1
|
; ExternalHostNameForLSL=127.0.0.1
|
||||||
; Uncomment below to enable llRemoteData/remote channels
|
; Uncomment below to enable llRemoteData/remote channels
|
||||||
|
@ -305,11 +305,11 @@
|
||||||
[ClientStack.LindenUDP]
|
[ClientStack.LindenUDP]
|
||||||
; Set this to true to process incoming packets asynchronously. Networking is
|
; Set this to true to process incoming packets asynchronously. Networking is
|
||||||
; already separated from packet handling with a queue, so this will only
|
; already separated from packet handling with a queue, so this will only
|
||||||
; affect whether networking internals such as packet decoding and
|
; affect whether networking internals such as packet decoding and
|
||||||
; acknowledgement accounting are done synchronously or asynchronously
|
; acknowledgement accounting are done synchronously or asynchronously
|
||||||
;
|
;
|
||||||
;async_packet_handling = false
|
;async_packet_handling = false
|
||||||
|
|
||||||
; The client socket receive buffer size determines how many
|
; The client socket receive buffer size determines how many
|
||||||
; incoming requests we can process; the default on .NET is 8192
|
; incoming requests we can process; the default on .NET is 8192
|
||||||
; which is about 2 4k-sized UDP datagrams. On mono this is
|
; which is about 2 4k-sized UDP datagrams. On mono this is
|
||||||
|
@ -326,7 +326,7 @@
|
||||||
; net.core.rmem_max=X")
|
; net.core.rmem_max=X")
|
||||||
;
|
;
|
||||||
;client_socket_rcvbuf_size = 8388608
|
;client_socket_rcvbuf_size = 8388608
|
||||||
|
|
||||||
; Maximum outbound bytes per second for a single scene. This can be used to
|
; Maximum outbound bytes per second for a single scene. This can be used to
|
||||||
; throttle total outbound UDP traffic for a simulator. The default value is
|
; throttle total outbound UDP traffic for a simulator. The default value is
|
||||||
; 0, meaning no throttling at the scene level. The example given here is
|
; 0, meaning no throttling at the scene level. The example given here is
|
||||||
|
@ -334,13 +334,13 @@
|
||||||
;
|
;
|
||||||
;scene_throttle_max_bps = 2621440
|
;scene_throttle_max_bps = 2621440
|
||||||
|
|
||||||
; Maximum bits per second to send to any single client. This will override
|
; Maximum bits per second to send to any single client. This will override
|
||||||
; the user's viewer preference settings. The default value is 0, meaning no
|
; the user's viewer preference settings. The default value is 0, meaning no
|
||||||
; aggregate throttling on clients (only per-category throttling). The
|
; aggregate throttling on clients (only per-category throttling). The
|
||||||
; example given here is 1.5 megabits
|
; example given here is 1.5 megabits
|
||||||
;
|
;
|
||||||
;client_throttle_max_bps = 196608
|
;client_throttle_max_bps = 196608
|
||||||
|
|
||||||
; Per-client bytes per second rates for the various throttle categories.
|
; Per-client bytes per second rates for the various throttle categories.
|
||||||
; These are default values that will be overriden by clients
|
; These are default values that will be overriden by clients
|
||||||
;
|
;
|
||||||
|
@ -352,7 +352,7 @@
|
||||||
;texture_default = 1000
|
;texture_default = 1000
|
||||||
;asset_default = 1000
|
;asset_default = 1000
|
||||||
;state_default = 1000
|
;state_default = 1000
|
||||||
|
|
||||||
; Per-client maximum burst rates in bytes per second for the various
|
; Per-client maximum burst rates in bytes per second for the various
|
||||||
; throttle categories. These are default values that will be overriden by
|
; throttle categories. These are default values that will be overriden by
|
||||||
; clients
|
; clients
|
||||||
|
@ -365,10 +365,10 @@
|
||||||
;texture_limit = 55750
|
;texture_limit = 55750
|
||||||
;asset_limit = 27500
|
;asset_limit = 27500
|
||||||
;state_limit = 37000
|
;state_limit = 37000
|
||||||
|
|
||||||
; Configures how ObjectUpdates are aggregated. These numbers
|
; Configures how ObjectUpdates are aggregated. These numbers
|
||||||
; do not literally mean how many updates will be put in each
|
; do not literally mean how many updates will be put in each
|
||||||
; packet that goes over the wire, as packets are
|
; packet that goes over the wire, as packets are
|
||||||
; automatically split on a 1400 byte boundary. These control
|
; automatically split on a 1400 byte boundary. These control
|
||||||
; the balance between responsiveness of interest list updates
|
; the balance between responsiveness of interest list updates
|
||||||
; and total throughput. Higher numbers will ensure more full-
|
; and total throughput. Higher numbers will ensure more full-
|
||||||
|
@ -526,7 +526,7 @@
|
||||||
; used to control llMove2Target
|
; used to control llMove2Target
|
||||||
body_pid_derivative = 35
|
body_pid_derivative = 35
|
||||||
body_pid_gain = 25
|
body_pid_gain = 25
|
||||||
|
|
||||||
; maximum number of contact points to generate per collision
|
; maximum number of contact points to generate per collision
|
||||||
contacts_per_collision = 80
|
contacts_per_collision = 80
|
||||||
|
|
||||||
|
@ -715,7 +715,7 @@
|
||||||
;;arrival and departure of certain users. For example: admins, bots.
|
;;arrival and departure of certain users. For example: admins, bots.
|
||||||
|
|
||||||
;exclude_list=User 1,User 2,User 3
|
;exclude_list=User 1,User 2,User 3
|
||||||
|
|
||||||
|
|
||||||
;[CMS]
|
;[CMS]
|
||||||
;enabled = true
|
;enabled = true
|
||||||
|
@ -892,7 +892,7 @@
|
||||||
|
|
||||||
; Stack size per thread created
|
; Stack size per thread created
|
||||||
ThreadStackSize = 262144
|
ThreadStackSize = 262144
|
||||||
|
|
||||||
; Set this to true (the default) to load each script into a separate
|
; Set this to true (the default) to load each script into a separate
|
||||||
; AppDomain. Setting this to false will load all script assemblies into the
|
; AppDomain. Setting this to false will load all script assemblies into the
|
||||||
; current AppDomain, which will reduce the per-script overhead at the
|
; current AppDomain, which will reduce the per-script overhead at the
|
||||||
|
@ -1084,25 +1084,25 @@
|
||||||
; Enables the Mini Region Modules Script Engine.
|
; Enables the Mini Region Modules Script Engine.
|
||||||
; default is false
|
; default is false
|
||||||
Enabled = false
|
Enabled = false
|
||||||
|
|
||||||
; Runs MRM in a Security Sandbox
|
; Runs MRM in a Security Sandbox
|
||||||
; WARNING: DISABLING IS A SECURITY RISK.
|
; WARNING: DISABLING IS A SECURITY RISK.
|
||||||
Sandboxed = true
|
Sandboxed = true
|
||||||
|
|
||||||
; The level sandbox to use, adjust at your OWN RISK.
|
; The level sandbox to use, adjust at your OWN RISK.
|
||||||
; Valid values are:
|
; Valid values are:
|
||||||
; * FullTrust
|
; * FullTrust
|
||||||
; * SkipVerification
|
; * SkipVerification
|
||||||
; * Execution
|
; * Execution
|
||||||
; * Nothing
|
; * Nothing
|
||||||
; * LocalIntranet
|
; * LocalIntranet
|
||||||
; * Internet
|
; * Internet
|
||||||
; * Everything
|
; * Everything
|
||||||
SandboxLevel = "Internet"
|
SandboxLevel = "Internet"
|
||||||
|
|
||||||
; Only allow Region Owners to run MRMs
|
; Only allow Region Owners to run MRMs
|
||||||
; May represent a security risk if you disable this.
|
; May represent a security risk if you disable this.
|
||||||
OwnerOnly = true
|
OwnerOnly = true
|
||||||
|
|
||||||
[Hypergrid]
|
[Hypergrid]
|
||||||
; Keep it false for now. Making it true requires the use of a special client in order to access inventory
|
; Keep it false for now. Making it true requires the use of a special client in order to access inventory
|
||||||
|
@ -1252,7 +1252,7 @@
|
||||||
|
|
||||||
[WebStats]
|
[WebStats]
|
||||||
; View region statistics via a web page
|
; View region statistics via a web page
|
||||||
; See http://opensimulator.org/wiki/FAQ#Region_Statistics_on_a_Web_Page
|
; See http://opensimulator.org/wiki/FAQ#Region_Statistics_on_a_Web_Page
|
||||||
; Use a web browser and type in the "Login URI" + "/SStats/"
|
; Use a web browser and type in the "Login URI" + "/SStats/"
|
||||||
; For example- http://127.0.0.1:9000/SStats/
|
; For example- http://127.0.0.1:9000/SStats/
|
||||||
; enabled=false
|
; enabled=false
|
||||||
|
@ -1271,7 +1271,7 @@
|
||||||
[AssetService]
|
[AssetService]
|
||||||
DefaultAssetLoader = "OpenSim.Framework.AssetLoader.Filesystem.dll"
|
DefaultAssetLoader = "OpenSim.Framework.AssetLoader.Filesystem.dll"
|
||||||
AssetLoaderArgs = "assets/AssetSets.xml"
|
AssetLoaderArgs = "assets/AssetSets.xml"
|
||||||
|
|
||||||
; Disable this to prevent the default asset set from being inserted into the
|
; Disable this to prevent the default asset set from being inserted into the
|
||||||
; asset store each time the region starts
|
; asset store each time the region starts
|
||||||
AssetLoaderEnabled = true
|
AssetLoaderEnabled = true
|
||||||
|
|
|
@ -24,7 +24,6 @@
|
||||||
|
|
||||||
[InventoryService]
|
[InventoryService]
|
||||||
LocalServiceModule = "OpenSim.Services.InventoryService.dll:InventoryService"
|
LocalServiceModule = "OpenSim.Services.InventoryService.dll:InventoryService"
|
||||||
|
|
||||||
[LibraryService]
|
[LibraryService]
|
||||||
LocalServiceModule = "OpenSim.Services.InventoryService.dll:LibraryService"
|
LocalServiceModule = "OpenSim.Services.InventoryService.dll:LibraryService"
|
||||||
LibraryName = "OpenSim Library"
|
LibraryName = "OpenSim Library"
|
||||||
|
@ -42,7 +41,7 @@
|
||||||
ConnectionString = "URI=file:auth.db,version=3"
|
ConnectionString = "URI=file:auth.db,version=3"
|
||||||
|
|
||||||
[GridService]
|
[GridService]
|
||||||
LocalServiceModule = "OpenSim.Services.GridService.dll:GridService"
|
LocalServiceModule = "OpenSim.Services.GridService.dll:GridService"
|
||||||
Realm = "regions"
|
Realm = "regions"
|
||||||
StorageProvider = "OpenSim.Data.Null.dll"
|
StorageProvider = "OpenSim.Data.Null.dll"
|
||||||
|
|
||||||
|
|
Loading…
Reference in New Issue